BookTenTiger
He / Him
I've been thinking a lot lately about how different everyone's experiences with D&D are. I feel like in the same thread we have folks who enjoy dungeons, who only use dungeons, who never use dungeons... Folks who play fighters as magic-powered beings and folks who play fighters as purely mundane... Folks who play only levels 1 - 10 and folks who prefer high level...
I feel like D&D actively tries to meet all these demands in its design. It's a combat simulator and also a shared storytelling engine. Some parts of the rules are super gritty, others are basically hand-waved. There is no one official setting, but there is a base set of assumptions about the world portrayed in the rules.
To me, I see this as a huge strength of D&D. The fact that everyone can have these equally valid but very different experiences with D&D helps it reach a wider audience and survive over generations. The game can evolve not just over editions, but also over time at a single gaming table. (I know the friends I played with 20 years ago now play a lot differently!)
But at the same time, this design philosophy can be a weakness. D&D seems like it's trying to balance itself between so many playstyles that, at times, it doesn't do any of them well. It can also lack the richness of lore and theme that RPGs that focus on a single setting or playstyles do.
These are just some basic thoughts, but what do you think? Has D&D always tried to be lots of things to lots of people? Would it benefit from a clearer, narrower vision? Or is its messiness a benefit?
I feel like D&D actively tries to meet all these demands in its design. It's a combat simulator and also a shared storytelling engine. Some parts of the rules are super gritty, others are basically hand-waved. There is no one official setting, but there is a base set of assumptions about the world portrayed in the rules.
To me, I see this as a huge strength of D&D. The fact that everyone can have these equally valid but very different experiences with D&D helps it reach a wider audience and survive over generations. The game can evolve not just over editions, but also over time at a single gaming table. (I know the friends I played with 20 years ago now play a lot differently!)
But at the same time, this design philosophy can be a weakness. D&D seems like it's trying to balance itself between so many playstyles that, at times, it doesn't do any of them well. It can also lack the richness of lore and theme that RPGs that focus on a single setting or playstyles do.
These are just some basic thoughts, but what do you think? Has D&D always tried to be lots of things to lots of people? Would it benefit from a clearer, narrower vision? Or is its messiness a benefit?